About the futuristic stuff: Yes I would play Civ5 less in that case and I would pick up BE if it were swapped as you suggest. And yes I also would refrain from reading a book because of its font- but I think that analogy is lacking since font choice has a huge practical impact and is not just window dressing. Look, I can tell how alien you find my "superficial" reasoning. All I can say is: yes I agree with you. I have spent money on futuristic games, thinking "jesus christ, just get on with it". Tried them multiple times. I often wondered why. Certainly for all sort of rpg games, I prefer middle aged theme + magic over futuristic + guns'n'lazers'n'*****. I will buy BE once it's for a fiver and have a go at it, and it might be that first game to change my mind. But that risk for a full price? No.
Well, one of the other reason it seems odd is that I can think of a lot of SciFi universes that cross into Fantasy territory and vice versa: Star Wars' the Force and Lightsabers, Shadowrun (Cyberpunk with magic and spirits and demons), basically any Steampunk stuff in fantasy universes (since they are usually used to make things that are futuristic, eg. jetpacks, giant robots, and advanced prosthetics, but with a rusty/brass look), the Kreegan and the Ancients in the old Might and Magic universe, etc. The line between high fantasy and science fantasy (the type of SciFi that is essentially renamed and reskinned high fantasy stuff, eg. magic -> the Force) can get quite blurry at times, so having an aversion for science fantasy while being fine with the more futuristic elements of high fantasy universes seems even more arbitrary.
It also means you can never enjoy SMAC and SMAX, which really is a shame. There's a reason that game is considered a classic: even though it was made before Civ3, elements from that game still find themselves getting implemented into the latest Civ games (eg. Civ4's civics are like SMAC's social engineering, CivBE's unit upgrades are a bit like SMAC's unit foundry). When veterans of civ-style games talk about the best game Sid Meier has ever headed, it's almost always either SMAC or Civ4, with the caveat that Civ5 is probably the best first Sid Meier game you could play (it's the best one if you've never played a civ game before).
Back to the actual Civ: I meant resource optimization in the social science sense: a bit like rock-paper-scissors. In a repeating game, the optimal strategy will never be fixed- it will "hover" between the three choices (rock, paper or scissors). Basically, are there equilibria? Subgame equilibria?
I still don't quite get what you mean. Resource optimization is a game theory (mathematical) concept of maximizing total gain. How would you interpret it differently in a "social science sense"? The social science examples I can think of all still follow that original definition, eg. in History, power-holding entities (nations, lords, religions) that found ways to optimize the people they manage generally ended up outperforming their peers, and even their apparent superiors in some instances (possibly why successful governments became dominated by democracies, or more democratic management in the case of nominally authoritarian governments like 1871-1918 Germany, over the years).
Your rock-paper-scissors analogy does not help. The fact that the best choice to pick always changes does not seem to have anything to do with optimizing resources.
I like your examples of board games. I love Go, and I think Risk is a really badly designed game. It's lots of rules, but at the end of the day, the die is king. (I think Diplomacy is the better Risk) For me, Go is the better game. It has less "depth" as in, fewer rules, but generates more "depth" precisely because the few rules that exist are sufficient enough in generating a tension between different resources. I couldn't quite make out whether you were making a judgement on either of those games, were you?
The boardgame point is exactly what I meant: Risk is more complex than Go (it has more rules), but it is less [strategically] deep than Go (there are a lot more gameplay possibilities with Go's rules than with Risk's rules). Yes, I prefer Go as well, though I'm still fairly bad at it.
I wouldn't compare Diplomacy to Risk though: sure, their themes are extremely similar (dominate the world!), but their games are completely different. Risk is about snowballing from an initial lucky victory to win with numerical superiority; due to the way the game scales, not even teaming up on someone who is far ahead is enough to offset their numerical advantages. Diplomacy is about negotiating, conniving, and backstabbing your way to victory: with turns being simultaneous and no luck-based combat, player interaction is the only way to ever get ahead and stay ahead. One is a game of luck and snowballing a numerical superiority, the other is about negotiations and backstabbing.
As I have never played Planescape Torment or BE I can't really add my perspective on the last paragraph. I don't think we disagree on design choices and depth that much. I think I am just very critical of feature-heavy games, which is what Civ4 definitely is. I mean, I am not talking about the Civ5 launch here- I only started playing Civ4 because vanilla 5 was so broken that even as a new player it was bad. And I could see what the fuss was about Civ4, I saw all these different systems within the game that were competing (I am completely with you there). But please don't dismiss the Stacks-of-Doom argument as a mere carpet-preference. For me, it's not. It leads to really bad, bland strategies that dominate a huge aspect of the game. I don't see that in Civ5 as much. I think the big-bland-strategy is going science, and relying on ***** AI. I think 1UPT is beautiful in game design terms. The options it creates for strategic choices are massive. Maybe, and I am happy to accept that bias, I am more in love with Civ5 design idea than the rest of the game, which can be lacking in certain areas.
Stacks of doom are a result of unpolished design: Civ4 is full of elegant design to be sure, but it isn't 100% elegant, and the fact that stacks of doom can exist is proof. Collateral damage would have been the answer had Civ4's designers decided to give it to more than just siege units, which have too low of a combat strength to ever pull off stack-of-doom-killing moves (if units with higher combat strength and/or chance to withdraw had it, a stack of four of those units could easily wipe out a 15-unit stack of doom, because by the time the third unit attacked, all the units in the stack would be too damaged to fight back). The Fall from Heaven 2 mod went further and implemented a type of unit that always attacked the weakest unit in a stack (the Assassin/Sniper), thus allowing you to pick off support units without having to whittle down the entire stack to get to them (via collateral or attrition through withdraw); plus, it was kind of required, given that the mod added low combat strength Mages that could do all sorts of nasty stuff, like adding a temporary +20% strength buff to everyone in its stack, or making everyone in its stack invisible, or creating temporary fireball units with collateral damage that could ruin large stacks.
However, the fact that units can stack on top of each other makes sure that the production value of a unit is always the same, and that is the fundamental problem with 1UPT. As your army grows, new units cannot be brought to the front: there are only so many directions you can attack a set of tiles from, particularly with a hex-based system or a square-based system without diagonals. The fact that units do not usually die from melee combat amplifies this problem, as does the fact that units can buy instant-heals with combat XP. The overall end result is that 1) production spent on units is incredibly powerful when you don't have a lot of units, but falls of rapidly depending on expected frontage, 2) units that can only attack adjacent tiles are much less useful than those that can attack tiles further away, especially if those ranged units do not take damage from attacking and if the melee units do not have the movement points needed to close gaps quicker than the opponent can retreat, and 3) units that CAN stack (air units in Civ5) are exponentially more powerful, especially if they cannot take damage from attacking (Stealth Bombers, bombers attacking against someone without interception) and can always move out of harm's way if needed (rebase ranges are huge and rebasing is never intercepted). The solutions required to address all the issues would only push the problems to become relevant at different numbers of units instead of solving the problem (eg. increasing plot limit from 1 to 2), be incredibly unintuitive (eg. scaling unit production costs with number of military units and cities), and/or have side-effects that would make the situation worse (eg. removing insta-heal promotions would make melee units almost worthless in the face of ranged units that can fire from safety).
Doing away with unit plot limits would be the ideal solution. Simply making collateral damage more prominent would eliminate the effectiveness of stacks of doom without the baggage that hard units-per-tile limits bring with them. Players would be better of having 2-4 units per stack, maybe more if they had a lot of units to spare, than to have them all bunched up in one stack, ready to be taken out by 4 units with collateral.
So, I think, and I hope I satisfied you with a longer post here, that feature-heaviness is something to be critical of. I am also acutely aware that the demographics of this forum are skewed towards the elite end of players; it's the mmo-champion of Civ. Just looking at the science tree for a minute- the amount of work it takes to learn and optimize picking the right techs depending on the circumstances is huge. I say that whilst many a criticism of Civ5 is valid, it really only becomes valid once you figure out the game. For 95% of the playerbase, that will never be an issue. That is not to say I approve of bad design, I just approve of fewer features. I think this is the main reason Civ4 never managed to win me over even when vanilla-civ5 was unplayable. I like the stripped down game, I get a sense of option there. (Again, Go vs Risk). I suppose I would have to play BE now in order to contribute better to this discussion :,)
I don't think Civ5 has less features than Civ4; in fact, I would actually say it has more features. The sole difference is that people pick up on the fact that Civ4's features interact with each other a lot more than Civ5's, so what they imagine are features in Civ4 are just some of the more obvious interactions between the actual features.
For example, there are 43 UA's in Civ5 (one for each leader), while there are only 11 leader traits in Civ4; however, because leaders in Civ4 have access to two leader traits, there are 55 effective leader possibilities in Civ4, and that's before we consider that some leader possibilities have access to the same UU's and UB's. The city-state system alone has more features to it than Civ4's religions, corporations, and civics combined, but most of those features are insignificant enough (city-state personalities) and/or too random (city-state quests) that people tend to ignore them. Civ5's ideology system alone has vastly more features than Civ4's civic system: the former has 47628 total combinations, and this is all without considering possibilities unlocked by getting two free tenets from being the ideological founder, while the latter has 3125 total combinations. The difference between the two is that of those 47628 combinations in Civ5's ideology system from tenets alone, most of them (at least 99%) either have similar enough effects to another combination (eg. combinations with Universal Healthcare vs. combinations with Socialist Realism) or not part of any viable strategy (eg. picking up all three tier 3 tenets), so the player really only has to think about 476 combinations or so. On the other hand, of those 3125 combinations in Civ4's civic system, all of them have different enough effects and at least 50% are viable (things like Pacifism with Police State obviously aren't), so the player has to think about 3 times as many combinations in Civ4's civic system than in Civ5's ideology system.
So yeah, I guess that's the issue: it's not that Civ4 has more features than Civ5, it's that even newbies pick up on the fact that Civ4's features play together a lot more than Civ5's do, so they see the possibility of deeper strategies right from the getgo, which may intimidate them. Then there's the case that Civ4 often lets you switch between options (eg. switching from Free Speech to Nationhood for 20 turns, then switching back to Free Speech), while Civ5 locks you into your decisions (with the exception of switching ideologies, but that's rarely viable), for better or for worse (eg. you cannot re-lock Mandate of Heaven later on when you no longer need its effects to reduce the culture cost of your next policy as if you hadn't unlocked Mandate of Heaven in the first place).
The fact that Civ5's issues only become noticeable once you figure out the game is why I usually tell people that Civ4 is better than Civ5, but Civ5 is the best first civ game to play (ie. if you have never played a civ game before): the more familiar you are with civ games, the quicker you'll start seeing Civ5's issues, therefore you'll reach the point at which Civ4 is more enjoyable than Civ5 faster.
Also, like Kin, I wouldn't recommend you buy CivBE. Try the demo if 100 turns is enough, play it during the next Free Weekend (if there will be one), watch other people play it, or acquire it through other means, but I really, really don't recommend you spend money on it, especially if you're already averse to its theme (which, maybe along with the way it handles trade routes, may be the best thing about that below-average 4X).